Difference between revisions of "User:Dominik isu"

From EVE University Wiki
Jump to: navigation, search
Line 1: Line 1:
 
'''Page Under Renovation'''
 
'''Page Under Renovation'''
  
Taken from Rodrigo's excellent [http://forum.eveuniversity.org/viewtopic.php?f=31&t=66537 forum post], especially geared towards new unistas.
+
Trading is the act of buying and selling items within Eve.  
  
==FIRST THINGS FIRST==
+
== Introduction  ==
===Before even considering undocking you should:===
 
- '''Be in a fleet:''' While University rules state that you can be in a fleet by your own (or not in a fleet), it's not advisable. If you do make your own fleet, then make sure that it can be joined by other Unistas, making it a lot easier for them to warp to your location. An ideal fleet to join, even if you are just going to PvE, is [http://wiki.eveuniversity.org/Operation:_Fortress Operation Fortress].  The fleet is typically based in and around the Aldrat area, but if you're a few jumps away from Aldrat and you see War Targets in your system, then you can alert your fellow Unistas to the danger.
 
  
- '''Join Mumble:''' Even if you're unable to speak, you can still listen and react to what you hear from fellow Unistas. It's a lot quicker to say "war targets in Aldrat" then it is to type it!
+
Evelopedia has an introduction to [http://wiki.eveonline.com/wiki/Trading basic trading], and there are many recordings of Uni trading classes available on the forums. A few examples are listed below:
  
- '''Check local:''' Local is the simplest intelligence tool at your disposal, and possibly the best. See below for more details on how to get the best out of the local channel
+
*[http://content.alexsmith.im/eve-recordings/EVE_Trading_101_Monday_10_May_2010_1900-VBR_L9.mp3 Trading 101 - Lompster] (Basics of trading, some emphasis on station and wartime trading)
 +
*[http://ds180.net/eve-uni/Eldiora%20-%20Trading%20101.mp3 Eldiora] (The basics of trading. Emphasis on interregional trade and getting started.)
 +
*[http://ds180.net/eve-uni/Dr%20Deus%20-%20Trading.mp3 Dr Deus] (Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.)
 +
*[http://ds180.net/eve-uni/Sun%20Win%20-%20Trading%20101.mp3 Sun Win] (Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.)
  
- '''Stay away from trade hubs:''' Trade hubs (Jita, Amarr, Dodixie, Rens, and Hek) are deathtraps for any Unista during wartime. It's recommended to stay away from them (preferably at least 3 jumps away), as war targets actively hunt Unistas near trade hubs, and staying away from them is your best bet to staying alive. If you need to go to a trade hub, go to Hek, as it is usually guarded by people in [http://wiki.eveuniversity.org/Operation:_Fortress Operation Fortress]. Even then, use discretion.
+
=== Advantages of trading  ===
  
- '''Check LiveIntel:''' The in game channel LiveIntel.ILN will give recent war target spottings. However, this is not a be-all-end-all failsafe. The information is only as good as the moment before it was posted.  You may want to toggle your timestamps to be for your chat channels so you know how fresh the intelligence is.
+
*Easy to get started: You can start trading right away on a character with no skills, and the amount of skill training needed compared to other professions is fairly low. The only skill you really need to start with is Trade, without which you'll probably feel a little limited in the number of orders you can have open.  
 +
*Easy to do during war: With a small investment in skills (Marketing, Procurement and Daytrading to level 2) you can easily station trade in Hek while docked up in Aldrat during a lockdown, or use an alt to trade in other ways. This makes moneymaking during wartime much easier, especially since most other forms of moneymaking will be prohibited.
 +
*Time-flexible: A lot of trading happens while docked up, and it's easy to go AFK with no real danger most of the time. While this isn't true during hauling, good hauls tend to be fairly short and you can always dock up halfway through.
  
Still having doubts? Ask in Mess.ILN (or the [http://wiki.eveuniversity.org/Operation:_Fortress Operation Fortress] fleet channel), where a lot of good PvP pilots will be happy to help you.
+
== Trade Interfaces  ==
  
===I joined OP Fortress and they didn't manage to kill the WTs===
+
=== The Trade Window  ===
You may not like the war targets - in fact, you may find them annoying. But some of them are really good PVPers, with very good ships and powerful fits. So, for [http://wiki.eveuniversity.org/Operation:_Fortress Operation Fortress] to actually consider killing a WT we need:
 
  
* Enough people willing to PvP
+
Possibly the simplest and least-used form of trading, the trade window requires you to be docked up with someone in the same station. It's mostly used to deliver items personally to a friend. The trade window is less useful in general since mass trading is not possible and scamming is common.
* Tackle and DD
 
* Someone willing to FC
 
  
===We have PvPers and we have someone that can PVP. Now what?===
+
=== Contracts  ===
It depends. While players can choose to engage, it doesn't necessarily mean that they should. If the war target in question is flying a Tech 3 Strategic Cruiser or a Tech 2 battleship, then you will need more than a handful of frigates to attempt a kill. In fact, if you did attack with such a poor force, all that would be achieved is a handful of dead frigates lossmails and an improved kill board for our enemies.
 
  
Players also need to understand the battlefield. Do the WTs have boosts? Are they in kiting fits? They may just be trying to goad us into a fight near a station and play station games.
+
A [http://wiki.eveonline.com/en/wiki/Contracts contract] is a public, formal agreement for work or goods, available through the contracts button on the [[NeoCom|NeoCom]]. Like the trade window, mass trading is hard and scamming is common. However, contracts have a couple of advantages. They can contain goods not normally available on the market, and finding an audience for your trading is much easier than through the trade window.  
  
All Unistas need to understand that, sometimes, winning a fight might be impossible. While you may have a sufficient number of PvPers to form a fleet with, if you lack specific roles (such as DPS, fast tackle, a Fleet Commander, etc.) then launching an attack against a superior force just provides the enemy with easy kills.
+
Alternatively, courier contracts can also add extra profit to hauling routes.  
  
=== The Bottom line ===
+
=== The Market  ===
  
'''We do not give our enemies easy kills!''' That's why the [http://wiki.eveuniversity.org/Wartime_Standard_Operating_Procedures WSOP] tells you not to use autopilot to fly your ship. That's why flying expensive ships that you can't afford to replace is a bad idea. That's why using a Uni character to fly cargo into or out of trade hubs is a bad idea. That's why we create tactical bookmarks to check out a camped gate. Avoid doing silly things and your chances of being a casualty reduce.
+
This is where most trading in Eve takes place. The market is basically an automated list of item exchange contracts: buy orders and sell orders. Since orders can be partially filled and searched easily, it tends to be a lot more convinient than trading through contracts, although the basic principle is the same. Another advantage of the market is that it's easy to see the price and quantity that items are actually selling for, using the market details tab. Markets are limited to the specific region they are in.  
  
==Local chat==
+
== Skills ==
[[File:local.jpg|left|alt=It's easier to see what's in local. You don't have to scroll down and up or change windows]]
+
[[Skills:Trade|Trade skills]] can be divided into four groups:
 +
*Skills that increase maximum number of active orders orders: Trade, Retail, Wholesale, Tycoon.
 +
*Skills that allow you to buy and sell things remotely: Marketing, Procurement, Daytrading, Visibility.
 +
*Skills that reduce trading overhead: Accounting, Broker Relations, Margin Trading.
 +
*Skills that increases maximum number of outstanding contracts: Contracting and Corporation Contracting.
  
 +
===Order Skills===
 +
With no trade skills a character has can set up 5 simultaneous orders.
 +
*Trade (L1, 20K ISK) – grants 4 additional orders per level.
 +
*Retail (L2, 100K ISK) – grants 8 additional orders per level.
 +
*Wholesale (L4, 35M ISK) – grants 16 additional orders per level.
 +
*Tycoon (L6, 100M ISK)  – grants 32 additional orders per level.
 +
With all these skills trained to level 5 character can manage up to 305 orders.
 +
===Remote Skills===
 +
The info for these skills can be misleading. Sadly, these skills do not magically move goods around. For example, Procurement will not allow you to buy goods in a distant system and have them appear in your current station's hangar. What these skills do is allow you to buy and sell goods that are not in your current station/system. If you are a station trader, for example, you hang out somewhere else from your goods; this increases safety, because trade hubs tend to attract PvP action. Similarly, you can deliver your salvage to a trade hub then go back to missioning where the missions are, while still managing the sale of your salvage.
 +
*Marketing (L3, 3.5M ISK) – allows to setup sell orders remotely. Ranges:
 +
**level 0: limited to current station
 +
**level 1: anywhere within current solar system
 +
**level 2: 5 jumps
 +
**level 3: 10 jumps
 +
**level 4: 20 jumps
 +
**level 5: entire region
 +
*Procurement (L3, 3.5M ISK) – allows to setup buy orders remotely. Ranges are the same as for Marketing skill.
 +
*Daytrading (L1, 12.5M ISK) – allows to change orders remotely. Ranges are the same as for Marketing skill.
 +
*Visibility (L3, 7.5M ISK) - increases maximum range of remote buy orders, so sellers can fill such orders from any station with this range of the remote buy order. Every buy order can have own effective range limited to this skill. Ranges are the same as for Marketing skill.
 +
===Overhead Reduction skills===
 +
*Accounting (L3, 5M ISK) - reduces the transaction tax rate by 10% per level from 1.5% to 0.75% at level 5.
 +
*Broker Relations (L2, 200K ISK) – reduces the broker fee collected on market orders by 5% per level from 1% to 0.75% at level 5. This fee can also be affected by standings between the trader and the corporation that owns the station.
 +
*Margin Trading (L3, 20M ISK) – decreases amount of ISK you have to place in buy orders for 25% per level. The remainder will be drawn from character’s wallet when someone actually sells you goods. Escrowed values are:
 +
**level 0: 100% – The full ISK amount is removed from your wallet when the buy order is set up
 +
**level 1: 75%
 +
**level 2: 56.25%
 +
**level 3: 42.18%
 +
**level 4: 31.64%
 +
**level 5: 23.73%
  
 +
===Contract Skills===
 +
*Contracting (L1, 150K ISK) – increases the maximum number of contracts by 4 per level up to 21 at level 5.
 +
*Corporation Contracting (L3, 150K ISK) – increases the number of concurrent corporation/alliance contracts you can make on behalf of your corporation by 10 per level up to 60 at level 5.
  
 +
== Trading using the Market  ==
  
Local is one of the best intelligence tools at your disposal - even your best friend! It tells you who is in the same system as you, their standing with your corporation, and if they are a war targets. If you see a lot of names with red minus signs next to them, for example, you're in a potentially dangerous situation. Remember:
+
The main method of trading is doing what other players can't be bothered to do: either they're too lazy or the opportunity cost is too big. Most market activity occurs in and around [[Trade Hubs]].  
  
- If you see a war target in local, warp off and dock.
+
=== Hauling  ===
  
- Don't wait to see if the war targets are just travelling through the system.  
+
Hauling is the act of transporting goods between stations for profit. Basically, you buy some goods at one station, load them up into your hauling ship, carry them off to another station and sell them for profit. This works because most players don't have the ships or the time to move everything themselves. Interestingly, there are a lot of trade goods that exist only to be hauled between NPC stations. Finding good trade routes is hard (and changes on a daily basis), so most players use an external tool such as [[Using EVE-Central to haul profitably|Eve-Central]] or [http://code.google.com/p/navbot/ Navbot]. However, there are usually certain routes that are profitable in general, such as hauling stuff from mission hubs, where mission runners dump their loots, to trading hubs where there is less supply.  
  
- Don't think you will have enough time to warp out when the WT lands on the grid.
+
Skills:
  
- Don't think you can afford to wait 10-15 more seconds to finish a mission or finish your salvaging. You don't.  
+
*[http://wiki.eveonline.com/en/wiki/Amarr_Industrial Racial Industrial] skill for beginner ship usage
If a war target shows up on local, just dock up immediately.
+
*[http://wiki.eveonline.com/en/wiki/Hull_Upgrades Hull Upgrades] to use Expanded Cargoholds.
  
 +
Guides:
  
The best way to set up local is highlighted here. You can drag-and-drop the local channel away from all the other chat windows, allowing it to stand on it's own. In this example we can see the local channel and the corporation channel tabs. We don't particularly care about what is being said in local, so adjust the sizes to minimise the chat area. You can also remove the portraits from the list of capsuleer names - just click on the small "cog" (it's to the immediate left of the red square on this image) and select "Show text only".
+
*[[Creating an Alt Hauler]]
 +
*[http://wiki.eveuniversity.org/Using_EVE-Central_to_haul_profitably Using Eve Central To Haul Profitably]
 +
*[[Hauling 101]], [[Advanced Hauling]]
 +
*[[Making Money with Hauling - Level 4 Cargo Missions]]
 +
*[http://classes.eve-ivy.com/Disco%20Uncertainty%20-%20The%20Dark%20Side%20of%20Eve.mp3 The Dark Side of Eve] - A discussion on suicide ganking and pirate tactics. Firmly recommended listening.
 +
*[[Known pirate systems]] - Avoid these.
  
You can also use local to highlight when new names enter the system that you are in. When you enter a system (perhaps one that you play to mission or mine in), select a name (any name) from the local list and press Control & A together. This will select or highlight all the names in local. Then, when you check local to see if anyone new has entered the system....they won't be highlighted. A "spike" in local numbers could be an indicator of a fleet moving through your system.
+
=== Station Trading  ===
  
Missioning or mining in a system with only a few names in local can also give you a slight edge. It's a lot easier to notice 4-5 new capsuleers appearing in local when there's less than ten names in local to start with. That's a number spike. If you're mining in a system with over 100 people in.....well you may not notice that gang of WTs entering the system - and you can be sure they will have seen YOU in local!
+
Station trading is like hauling, but without the hauling ship! Instead of buying low and then taking the goods to where you can sell high, you buy low and sell high ''without'' moving the goods.
  
==D-SCAN==
+
Basically you want to find items with a reasonable volume traded and a significant difference in buy and sell order prices within the same station. A large source of these types of items comes from NPC loot: Players run missions, collect loot and just want to sell it for a quick buck, since they don't have the time or the Trade skills to set up sell orders for everything. Another example is trade books that are given during the tutorials - if players have one and don't need it, they just want to dump it for ISK. On the other hand, players searching for one will pay quite a bit more since they can't get it anywhere else.
  
"I'm not actively PvPing - I don't need to use D-SCAN"
+
The simple rule of thumb is buy low and sell high! To ensure station trading is performed effectively ensure that the difference your sell order pricing minus the buy order pricing minus taxation still leaves a profit! Setting up buy and sell orders on multiple items minimises risk of market price crashes on anyone particular item. If you can make 20,000isk on an item and manage to trade 100 of these per day this will give you 2,000,000 isk. Do this with 50 different products and this equates to 100,000,000 isk per day!
  
Sadly that's not the case. D-SCAN is arguably one of the most mis-understood tools at your disposal, but with just a few minutes practice you can add D-SCANning to your arsenal of tools to avoid War Targets. The [http://wiki.eveuniversity.org/Directional_Scanner_Guide Directional Scanner Guide] can provide you with a wealth of information, but here are some basic tips:
+
Start small and reinvest and you will soon see your total isk grow very quickly. When you start to work in billions you can trade higher priced items which can increase your margins and also price out some of the competition!
  
=== What am I looking for in D-Scan? There's no WTs in local... ===
+
====Station Trading Skills====
 +
Station trading is all about volume. Your margins are going to be thin, and you'll need to save money everywhere you can. That means training Broker Relations and Accounting to 5.
  
- War Targets (just like everyone else) have alt characters, and they can easily be in an NPC corporation. They could be on your Overview right now, providing a warp point for a WT ganking gang.
+
Early in your trading career, these fractional percentages have a minimal impact i.e. if trained to level 5, you need to trade 667 million ISK of goods to earn back the 5 million ISK you spent on the Accounting skillbook. As you build your trading volume, however, these reductions are quite meaningful. Without getting into the math, training Broker Relations and Accounting to 5 will increase your profits by 11%.
  
===But I'm in a PvE site. How can they find me?===
+
Other skills you'll want to familiarize yourself with include:
  
'''Combat Probes'''.
+
*[http://wiki.eveonline.com/en/wiki/Trade Trade], [http://wiki.eveonline.com/en/wiki/Retail Retail], [http://wiki.eveonline.com/en/wiki/Wholesale Wholesale] and [http://wiki.eveonline.com/en/wiki/Tycoon Tycoon]: These skills increase the number of open market orders you may have.
 +
*[http://wiki.eveonline.com/en/wiki/Procurement Procurement], [http://wiki.eveonline.com/en/wiki/Marketing Marketing], [http://wiki.eveonline.com/en/wiki/Daytrading Daytrading] and [http://wiki.eveonline.com/en/wiki/Visibility Visibility]: These skills allow you to buy, sell and modify orders in stations other than your current one. Note: With these skills each trained to level 2, you can station trade in Hek while docked in Aldrat.
 +
*[http://wiki.eveonline.com/en/wiki/Margin_Trading Margin Trading]: This skill allows you to reduce the amount of escrow required when putting in a buy order, effectively letting you place buy orders for more money then you actually have.  (But you still need the ISK to be available when the Buy order goes through.)
 +
*[http://wiki.eveonline.com/en/wiki/Social Social], [http://wiki.eveonline.com/en/wiki/Connections Connections]: Increases your standing so you pay less in taxes. Caveat: Broker fees are based on your ''base'' faction and corporate standing. The Connections skill does ''not'' affect broker fees paid on an order.
  
The WT alt is probably scanning you down with combat probes. So, if you see Combat Probes on D-Scan, warp out and dock. Be paranoid - assume that those Combat Probes are looking for you!!
+
Guides:
  
===But there's no War Targets in the system?!?===
+
*[http://wiki.eveuniversity.org/w/images/c/c2/E-UNI_Guide_to_Making_ISK_Pt_1.mp3 Guide to Making ISK Part 1: Station Trading][http://bit.ly/tXonjk Notes]
  
Are you certain? Maybe that War Target IS in the system - he's just not logged in. Right now he's using his alt to probe down your location - he then logs into his WT character, undocks and warps to your location... meaning that you're probably about to be killed.
+
*[http://wiki.eveuniversity.org/w/images/d/d0/E-UNI_Guide_to_Making_ISK_Pt_2.mp3 Guide to Making ISK Part 2: Managing Multiple Businesses] [http://bit.ly/rrJPHr Notes]
  
'''He might be in the next system! LiveIntel is not infallible. Don't take it for granted'''
+
*[http://wiki.eveuniversity.org/w/images/7/7c/E-UNI_Guide_to_Making_ISK_Pt_3.mp3 Guide to Making ISK Part 3: Managing Friends and Enemies] [http://bit.ly/xfT9A0 Notes]
  
Bottom line is: You never know. So, as a rule of thumb, if you see combat probes on d-scan, DOCK. Don't wait, don't assume that you're being paranoid - just dock. Remember: I'm saying D-SCAN! Some people think they need to be on grid with you, to be able to punt you down. They don't. They won't.  
+
*[http://eve-files.com/dl/251499 Guide to Making ISK Part 4: Titan Production] [https://docs.google.com/a/mailsort.info/file/d/0BywKzjZACDzNN2Q5MzJiNjItYWUzNy00MzljLThlYzUtZTAyNTVhMjdkZWYx/edit?hl=en_US Notes]: Excellent station trading guides by Eve trillionaire Sinqlaison
  
Keep d-scanning. Press that button each 5 to 10 seconds. When you see a scan like this you know it's time to dock up... or die.
+
*[http://rapidshare.com/files/385410126/StationTrading.mp3 Station Trading 101][[Station Trading 101|(notes)]] and [http://rapidshare.com/files/385411004/StationTrading2.mp3 102][[Station Trading 102|(notes)]]: classes by Turhan Bey
  
[[File:scan.png]]
+
*[http://wiki.eveuniversity.org/How_to_identify_items_to_trade How to Identify Items to Trade]: Bullworth Burger method of identifying items to station trade.
  
Don't know how to D-Scan? Just read about it [http://wiki.eveuniversity.org/Directional_Scanner_Guide here].
+
*[[Lessons Learned By A Budding Trader]]
  
==LIVEINTEL==
+
*[http://soundcloud.com/alexkal1/irdalth-delrars-impromtu Irdalth Delrar's Impromtu Station Trading Guide]
You must be in the ''liveintel.iln'' channel. You must read the MOTD.
 
LiveIntel is NOT failproof.
 
  
Quoting from LiveIntel Wiki:
+
=== Refining  ===
  
Pay attention to the channel LiveIntel.ILN for recent war target presence. LiveIntel is not universal nor is it omnipotent for war target intel. The intel posted is only as good as the moment before someone posts it.
+
Basically, refining for profit means training up some refining skills, getting good standing with your current station's corp and then refining ore bought on the market. Most ore on the market is sold by miners without refining skills or who don't know better, so the margins are usually pretty good.  
  
You might not have a fellow Unista on the next system. Or the fellow Unista might be AFK. Or he sees a WT but doesn't post it on LiveIntel.
+
Skills:
Keep that in mind.
 
Use Liveintel, and other sources to gather information about WT's, and where they congregate. Stay away from those places.
 
That's why it's good to be in a fleet and in mumble. And in Mess. You have more places to gather intel info.
 
  
You find the password to liveintel ingame in the Alliance bulletin under the corporation interface from the neocom.
+
*[http://wiki.eveonline.com/en/wiki/Refining Refining], [http://wiki.eveonline.com/en/wiki/Refinery_Efficiency Refinery Efficiency] - Increases your base refine amount.
 +
*[http://wiki.eveonline.com/en/wiki/Social Social], [http://wiki.eveonline.com/en/wiki/Connections Connections] - Increases your standing so the station takes less ore.
  
==FINAL CONSIDERATIONS==
+
Guides:  
*You want to PVE? Go ahead - just PvE safely! Know how to do it (follow the previous instructions). Know WHERE to do it.
 
**'''DON'T DO PVE IN ALDRAT''' - Doing PVE in Aldrat is the same thing as asking for a WT to kill you. If a WT wants to find a Unistas target he just has to fly to Aldrat - local will be full of juicy targets. Don't be the easy kill!
 
**Aldrat backpocket is a good place (all systems connected to Aldrat, except Eygfe). Why? It's simple. WTs must travel all the way through the pipe, jump into Aldrat and then jump into the backpocket. That gives you a better chance to avoid them because:
 
*** Probably someone will report in on LiveIntel
 
*** You probably will hear about them on Mumble / Fleet Chat / Mess
 
*** The Operation Fortress fleet may have enough time to intercept them.
 
*** Again: don't take it for granted. They might be in your system. Logged off. Or in one of the other backpocket systems.
 
**Have a friend doing pve with you. If you can, have a friend in a PVP ship to protect you.
 
**Use an Alt Hauler to haul. Seriously. Don't use your main. Use an OOC Alt. It's safer. It only takes 9 hours to make one.
 
**Don't even think you can escape a gatecamp in a PVE fitted ship
 
*Local, D-scan, LiveIntel.
 
*If you see a WT in local, a report of a WT in the next system, combat probes on d-scan, JUST DOCK. If you think you can stay on grid for a few more seconds, you are wrong. You WILL die. Sooner or later, they will catch you.
 
*Do not go AFK. You should not be AFK. If a WT doesn't kill you, I will kill you for being AFK.
 
*Bookmarks, bookmarks, bookmarks... Create an Insta-undock and an Insta-dock. Don't know what they are? [[Bookmarks#Instant_Warp-Out|Read it here]].
 
*Make lots of bookmarks on the places you go the most.
 
*Again, don't mine in Aldrat! Go to the Backpocket to mine.
 
*If you are mining, do not use a T2 Exhumer! They cost vastly more than their T1 counterpart, but offer little more in bonuses.
 
  
 +
*[[Refining]]
 +
*[http://eve.podzone.net/refining.php Refining effiency calculator] / [http://eve.battleclinic.com/ore_compression_calculator.php Ore compression calculator]
  
 +
=== Speculation  ===
  
Just follow those simple steps and you should be fine.
+
Speculation is the act of buying goods in the hope that their price will rise in the future. For example, PLEX prices can rise to roughly 400million ISK during the summer holidays, so buying them earlier in the year and selling them in the summer can create a large profit. Speculation can also occur on patch changes or market stampedes.
We have lots of WarDecs on us. This never kept me from doing my PVE missions around Aldrat. Be smart. Think. Use your resources (liveintel, d-scan, local, etc..). Don't take it for granted.
 
  
[[Category:Guides]]
+
== Tips and Tricks  ==
 +
 
 +
As with other aspects of Eve, the first rule of trading is to never invest what you can't afford to lose.
 +
 
 +
=== 0.01 ISK-ing ===
 +
Once you get into trading, you will notice that a lot of people tend to over/undercut you by just 0.01 ISK per unit. Quite a few new players seem to have a problem with this - often getting annoyed to the point where they radically change their orders, slashing huge chunks off their profits. However, a more useful way to look at the 0.01-isking is that it is simply the game mechanism by which a logged on and active trading player has the advantage over logged off or AFK traders. Over or undercutting your competitors by just 0.01 ISK is precisely how this is achieved. So when someone else over/undercuts you by just 0.01 ISK, they are just getting their turn at the front of the queue. If you are there, updating your orders, you can simply update your orders and it is back to your turn to be at the front of the queue... On the other hand if you are not there, or not logged on, don't get so bent out of shape when someone that ''is'' active happens to be reaping the rewards.
 +
 
 +
And when you start doing some 0.01-isking of your own, try using your mouse-wheel to bump your price. You might like it, specially since it can be quite quick once you get used to it.
 +
 
 +
Of course, sometimes the market for a particular item is simply unrealistic, or maybe you need your trades to go through quickly for some reason - a radical price change might be called for... but a good trader will have identifiable reasons for making such a change, rather than it just being an emotional "''I'll show you!''" response to being 0.01-isked.
 +
 
 +
=== Finding items that are good to trade ===
 +
 
 +
There is an incredibly simple 3-step plan for finding good trading items:
 +
 
 +
#Click on a market category, and start looking at the orders and market details for each item
 +
#Switch to another category, and keep looking at each item.
 +
#Look at items some more.
 +
 
 +
With that said, it's important to know what you're looking for, and hopefully the [[How to identify items to trade|burger method]] and the tips on this page should be enough. Generally, for station trading, you want to find items that:
 +
 
 +
*have a high and fairly constant demand. You can check item demand by looking at the volume sold chart in the market details. While some items might have huge margins, if the volume sold is small or infrequent then there is much more risk associated with that item.
 +
*actually sell for the buy and sell orders listed. You can check this by looking at the market details and seeing whether the range of prices includes the current best buy and sell orders. Hopefully the median price should be somewhere between the two.
 +
 
 +
Good items to trade are (depending on region and current market) meta-4 items (e.g. arbalest launchers): they can't be produced and some of them have better or the same attributes as their T2 counterparts.
 +
 
 +
Remember to diversify between different items so that if you market breaks down you don't lose all your money.
 +
 
 +
<br>
 +
 
 +
=== Trading Math  ===
 +
 
 +
Like almost all of Eve there is math. Fortunately most of the math in trading is basic math and/or the game does the math for you. Incase if you want to find out how much you will be paying or selling an item please use the following equation.
 +
 
 +
'''X'''=The amount of units you want to buy or sell
 +
 
 +
'''U'''=The price of one unit of what your trying to buy or sell
 +
 
 +
'''P<sub>1</sub>'''=The overall cost of all the units you want to sell
 +
 
 +
'''P<sub>2</sub>'''<sub></sub>=The overall cost of the units you want to buy
 +
 
 +
'''B'''=The broker percentage in decimal form
 +
 
 +
'''E'''=The amount that you will get after a sell
 +
 
 +
'''A'''=The amount you will have to pay to buy something
 +
 
 +
<br>
 +
 
 +
'''X * U = P<sub>1</sub>'''
 +
 
 +
'''P<sub>1</sub> - (P<sub>1</sub> * B) = E'''
 +
 
 +
<br> '''X * U = P<sub>2</sub>'''
 +
 
 +
'''P<sub>2</sub> + (P<sub>2</sub> * B) = A'''
 +
 
 +
<br> So saying if you were buying PLEX for 100 isk each and you want 100 PLEX the amount you would have to pay after a 10% broker fee is 11,000 in isk. The equation for this is below
 +
 
 +
<br>
 +
 
 +
'''100 * 100 = 10000'''
 +
 
 +
'''10000 + (10000 * .1) = 11000'''
 +
 
 +
<br>
 +
 
 +
And if you want to sell the same PLEX for the same price and amount and same brokers fee you will get 9000 isk and the equation will look like this
 +
 
 +
<br>
 +
 
 +
'''100 * 100 = 10000'''
 +
 
 +
'''10000 - (10000 * .1) = 9000'''
 +
 
 +
<br>
 +
 
 +
=== Trend lines<br>  ===
 +
 
 +
Trend lines are used in the real world to help self brokers and stock brokers find out future events in the stock market, or more commonly known as a technical analysis. To use a trend line all you need to do is find a way to draw a line from peak to peak and trough to trough in the line graph on price history on an item. You will want to draw a line that hits at least 2 to 3 peaks and another that hits 2 to 3 troughs. This will tell you that the price should fall between the 2 lines and if the prices hits one of the lines or go a little past it then its time to buy or sell the item in Eve. The trick to this in both Eve and the real world is to do this and know what you're doing as fast and right as possible.
 +
 
 +
You should be able to look at a graph in 5 min and say if it's a good buy or sell for you if you're buying and selling short term. You can use anything and personally I used a gum wrapper in the past to make $25k in the real world. The only trick to using something is it must be straight. If worst comes to worst you can press print screen, paste the image into paint and make the trend line there but if you do this you will lose some valuable time.
 +
 
 +
Because there is so much information already out there [http://stockcharts.com/school/doku.php?id=chart_school:chart_analysis:trend_lines here is a link that gets in detail on what you should do to make and read a trend line.]
 +
 
 +
Lastly heres is another [http://www.youtube.com/watch?v=5v72zMtO3Mk video that shows you how the trend line works on line graphs.]
 +
 
 +
<br>
 +
 
 +
=== Scams to avoid  ===
 +
 
 +
*Trade routes or courier contracts might be set up by pirates - a camp could be waiting on one of the jumps on the route to collect your ship, their goods and the collateral.
 +
*Courier contracts might be set up to deliver to a player-owned station with a large docking fee - you are forced to not dock and lose the collateral, or dock and pay the fee.
 +
 
 +
A good way to avoid courier contract scams is to only accept contracts for routes you were planning on hauling anyway, and to not accept contracts to player owned stations.
 +
 
 +
=== Trading Cost Modifiers  ===
 +
 
 +
*[http://wiki.eveonline.com/en/wiki/Broker_Relations Broker Relations] (Rank 2) [Req: Trade 2] reduce base broker fee by 5% per level
 +
*[http://wiki.eveonline.com/en/wiki/Accounting Accounting] (Rank 3) [Req: Trade 4]: reduces sales tax by 10% per level
 +
*[http://wiki.eveonline.com/en/wiki/Margin_Trading Margin Trading] (Rank 3) [Req: Accounting 4]: reduces escrow requirement for buy orders by an additional 25% per level
 +
 
 +
Whenever you set up a buy or sell order, you will have to pay the broker fee: 1% of the total order (0.75% at max skills), modified by standings. Whenever each unit gets sold, the seller will pay 1.5% of the sell price as a transaction tax (0.75% at max skills).  The fees show up in the wallet journal as "Brokers Fee" and "Transaction Tax".
 +
 
 +
So the typical station trader with zero standings will pay 2.5% of the order price as fees/taxes, 1.5% at max skills. This is important to take into account when calculating your profit, but of course the standings below can change that further.
 +
 
 +
==== Standings  ====
 +
 
 +
[[:Category:Eve Lexicon#Standings|Faction and corporation standings]] relevant to the station the orders are placed in will have an effect on the broker fee. Faction standings contribute significantly more than corp standings. Note that the ''unmodified'' standing is used for the calculation. The exact formula is:
 +
 
 +
:''BrokerFee&nbsp;% = (1% – 0.05% × BrokerRelationsSkillLevel) / e ^ (0.1 × FactionStanding + 0.04 × CorporationStanding)''
 +
 
 +
:[[File:Brokerfeeequation.png]]
 +
 
 +
Here is also a link to a graph displaying the fee[http://dl.eve-files.com/media/corp/Thoraemond/eve-market-order-broker-fees-20110417.png].
 +
 
 +
With 10 faction and corp standing, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process.
 +
 
 +
[[Category:Guides]] [[Category:Industry]] [[Category:Trading]]

Revision as of 21:30, 15 April 2014

Page Under Renovation

Trading is the act of buying and selling items within Eve.

Introduction

Evelopedia has an introduction to basic trading, and there are many recordings of Uni trading classes available on the forums. A few examples are listed below:

  • Trading 101 - Lompster (Basics of trading, some emphasis on station and wartime trading)
  • Eldiora (The basics of trading. Emphasis on interregional trade and getting started.)
  • Dr Deus (Introduction to trading. Emphasis on station trading, trading in Jita, Maximizing profit.)
  • Sun Win (Buy and Sell orders. Creating a Trade Alt. Buying Low, selling high. Trade via hauling. Details of the Market system, Market analysis. Recommended Skills.)

Advantages of trading

  • Easy to get started: You can start trading right away on a character with no skills, and the amount of skill training needed compared to other professions is fairly low. The only skill you really need to start with is Trade, without which you'll probably feel a little limited in the number of orders you can have open.
  • Easy to do during war: With a small investment in skills (Marketing, Procurement and Daytrading to level 2) you can easily station trade in Hek while docked up in Aldrat during a lockdown, or use an alt to trade in other ways. This makes moneymaking during wartime much easier, especially since most other forms of moneymaking will be prohibited.
  • Time-flexible: A lot of trading happens while docked up, and it's easy to go AFK with no real danger most of the time. While this isn't true during hauling, good hauls tend to be fairly short and you can always dock up halfway through.

Trade Interfaces

The Trade Window

Possibly the simplest and least-used form of trading, the trade window requires you to be docked up with someone in the same station. It's mostly used to deliver items personally to a friend. The trade window is less useful in general since mass trading is not possible and scamming is common.

Contracts

A contract is a public, formal agreement for work or goods, available through the contracts button on the NeoCom. Like the trade window, mass trading is hard and scamming is common. However, contracts have a couple of advantages. They can contain goods not normally available on the market, and finding an audience for your trading is much easier than through the trade window.

Alternatively, courier contracts can also add extra profit to hauling routes.

The Market

This is where most trading in Eve takes place. The market is basically an automated list of item exchange contracts: buy orders and sell orders. Since orders can be partially filled and searched easily, it tends to be a lot more convinient than trading through contracts, although the basic principle is the same. Another advantage of the market is that it's easy to see the price and quantity that items are actually selling for, using the market details tab. Markets are limited to the specific region they are in.

Skills

Trade skills can be divided into four groups:

  • Skills that increase maximum number of active orders orders: Trade, Retail, Wholesale, Tycoon.
  • Skills that allow you to buy and sell things remotely: Marketing, Procurement, Daytrading, Visibility.
  • Skills that reduce trading overhead: Accounting, Broker Relations, Margin Trading.
  • Skills that increases maximum number of outstanding contracts: Contracting and Corporation Contracting.

Order Skills

With no trade skills a character has can set up 5 simultaneous orders.

  • Trade (L1, 20K ISK) – grants 4 additional orders per level.
  • Retail (L2, 100K ISK) – grants 8 additional orders per level.
  • Wholesale (L4, 35M ISK) – grants 16 additional orders per level.
  • Tycoon (L6, 100M ISK) – grants 32 additional orders per level.

With all these skills trained to level 5 character can manage up to 305 orders.

Remote Skills

The info for these skills can be misleading. Sadly, these skills do not magically move goods around. For example, Procurement will not allow you to buy goods in a distant system and have them appear in your current station's hangar. What these skills do is allow you to buy and sell goods that are not in your current station/system. If you are a station trader, for example, you hang out somewhere else from your goods; this increases safety, because trade hubs tend to attract PvP action. Similarly, you can deliver your salvage to a trade hub then go back to missioning where the missions are, while still managing the sale of your salvage.

  • Marketing (L3, 3.5M ISK) – allows to setup sell orders remotely. Ranges:
    • level 0: limited to current station
    • level 1: anywhere within current solar system
    • level 2: 5 jumps
    • level 3: 10 jumps
    • level 4: 20 jumps
    • level 5: entire region
  • Procurement (L3, 3.5M ISK) – allows to setup buy orders remotely. Ranges are the same as for Marketing skill.
  • Daytrading (L1, 12.5M ISK) – allows to change orders remotely. Ranges are the same as for Marketing skill.
  • Visibility (L3, 7.5M ISK) - increases maximum range of remote buy orders, so sellers can fill such orders from any station with this range of the remote buy order. Every buy order can have own effective range limited to this skill. Ranges are the same as for Marketing skill.

Overhead Reduction skills

  • Accounting (L3, 5M ISK) - reduces the transaction tax rate by 10% per level from 1.5% to 0.75% at level 5.
  • Broker Relations (L2, 200K ISK) – reduces the broker fee collected on market orders by 5% per level from 1% to 0.75% at level 5. This fee can also be affected by standings between the trader and the corporation that owns the station.
  • Margin Trading (L3, 20M ISK) – decreases amount of ISK you have to place in buy orders for 25% per level. The remainder will be drawn from character’s wallet when someone actually sells you goods. Escrowed values are:
    • level 0: 100% – The full ISK amount is removed from your wallet when the buy order is set up
    • level 1: 75%
    • level 2: 56.25%
    • level 3: 42.18%
    • level 4: 31.64%
    • level 5: 23.73%

Contract Skills

  • Contracting (L1, 150K ISK) – increases the maximum number of contracts by 4 per level up to 21 at level 5.
  • Corporation Contracting (L3, 150K ISK) – increases the number of concurrent corporation/alliance contracts you can make on behalf of your corporation by 10 per level up to 60 at level 5.

Trading using the Market

The main method of trading is doing what other players can't be bothered to do: either they're too lazy or the opportunity cost is too big. Most market activity occurs in and around Trade Hubs.

Hauling

Hauling is the act of transporting goods between stations for profit. Basically, you buy some goods at one station, load them up into your hauling ship, carry them off to another station and sell them for profit. This works because most players don't have the ships or the time to move everything themselves. Interestingly, there are a lot of trade goods that exist only to be hauled between NPC stations. Finding good trade routes is hard (and changes on a daily basis), so most players use an external tool such as Eve-Central or Navbot. However, there are usually certain routes that are profitable in general, such as hauling stuff from mission hubs, where mission runners dump their loots, to trading hubs where there is less supply.

Skills:

Guides:

Station Trading

Station trading is like hauling, but without the hauling ship! Instead of buying low and then taking the goods to where you can sell high, you buy low and sell high without moving the goods.

Basically you want to find items with a reasonable volume traded and a significant difference in buy and sell order prices within the same station. A large source of these types of items comes from NPC loot: Players run missions, collect loot and just want to sell it for a quick buck, since they don't have the time or the Trade skills to set up sell orders for everything. Another example is trade books that are given during the tutorials - if players have one and don't need it, they just want to dump it for ISK. On the other hand, players searching for one will pay quite a bit more since they can't get it anywhere else.

The simple rule of thumb is buy low and sell high! To ensure station trading is performed effectively ensure that the difference your sell order pricing minus the buy order pricing minus taxation still leaves a profit! Setting up buy and sell orders on multiple items minimises risk of market price crashes on anyone particular item. If you can make 20,000isk on an item and manage to trade 100 of these per day this will give you 2,000,000 isk. Do this with 50 different products and this equates to 100,000,000 isk per day!

Start small and reinvest and you will soon see your total isk grow very quickly. When you start to work in billions you can trade higher priced items which can increase your margins and also price out some of the competition!

Station Trading Skills

Station trading is all about volume. Your margins are going to be thin, and you'll need to save money everywhere you can. That means training Broker Relations and Accounting to 5.

Early in your trading career, these fractional percentages have a minimal impact i.e. if trained to level 5, you need to trade 667 million ISK of goods to earn back the 5 million ISK you spent on the Accounting skillbook. As you build your trading volume, however, these reductions are quite meaningful. Without getting into the math, training Broker Relations and Accounting to 5 will increase your profits by 11%.

Other skills you'll want to familiarize yourself with include:

  • Trade, Retail, Wholesale and Tycoon: These skills increase the number of open market orders you may have.
  • Procurement, Marketing, Daytrading and Visibility: These skills allow you to buy, sell and modify orders in stations other than your current one. Note: With these skills each trained to level 2, you can station trade in Hek while docked in Aldrat.
  • Margin Trading: This skill allows you to reduce the amount of escrow required when putting in a buy order, effectively letting you place buy orders for more money then you actually have. (But you still need the ISK to be available when the Buy order goes through.)
  • Social, Connections: Increases your standing so you pay less in taxes. Caveat: Broker fees are based on your base faction and corporate standing. The Connections skill does not affect broker fees paid on an order.

Guides:

Refining

Basically, refining for profit means training up some refining skills, getting good standing with your current station's corp and then refining ore bought on the market. Most ore on the market is sold by miners without refining skills or who don't know better, so the margins are usually pretty good.

Skills:

Guides:

Speculation

Speculation is the act of buying goods in the hope that their price will rise in the future. For example, PLEX prices can rise to roughly 400million ISK during the summer holidays, so buying them earlier in the year and selling them in the summer can create a large profit. Speculation can also occur on patch changes or market stampedes.

Tips and Tricks

As with other aspects of Eve, the first rule of trading is to never invest what you can't afford to lose.

0.01 ISK-ing

Once you get into trading, you will notice that a lot of people tend to over/undercut you by just 0.01 ISK per unit. Quite a few new players seem to have a problem with this - often getting annoyed to the point where they radically change their orders, slashing huge chunks off their profits. However, a more useful way to look at the 0.01-isking is that it is simply the game mechanism by which a logged on and active trading player has the advantage over logged off or AFK traders. Over or undercutting your competitors by just 0.01 ISK is precisely how this is achieved. So when someone else over/undercuts you by just 0.01 ISK, they are just getting their turn at the front of the queue. If you are there, updating your orders, you can simply update your orders and it is back to your turn to be at the front of the queue... On the other hand if you are not there, or not logged on, don't get so bent out of shape when someone that is active happens to be reaping the rewards.

And when you start doing some 0.01-isking of your own, try using your mouse-wheel to bump your price. You might like it, specially since it can be quite quick once you get used to it.

Of course, sometimes the market for a particular item is simply unrealistic, or maybe you need your trades to go through quickly for some reason - a radical price change might be called for... but a good trader will have identifiable reasons for making such a change, rather than it just being an emotional "I'll show you!" response to being 0.01-isked.

Finding items that are good to trade

There is an incredibly simple 3-step plan for finding good trading items:

  1. Click on a market category, and start looking at the orders and market details for each item
  2. Switch to another category, and keep looking at each item.
  3. Look at items some more.

With that said, it's important to know what you're looking for, and hopefully the burger method and the tips on this page should be enough. Generally, for station trading, you want to find items that:

  • have a high and fairly constant demand. You can check item demand by looking at the volume sold chart in the market details. While some items might have huge margins, if the volume sold is small or infrequent then there is much more risk associated with that item.
  • actually sell for the buy and sell orders listed. You can check this by looking at the market details and seeing whether the range of prices includes the current best buy and sell orders. Hopefully the median price should be somewhere between the two.

Good items to trade are (depending on region and current market) meta-4 items (e.g. arbalest launchers): they can't be produced and some of them have better or the same attributes as their T2 counterparts.

Remember to diversify between different items so that if you market breaks down you don't lose all your money.


Trading Math

Like almost all of Eve there is math. Fortunately most of the math in trading is basic math and/or the game does the math for you. Incase if you want to find out how much you will be paying or selling an item please use the following equation.

X=The amount of units you want to buy or sell

U=The price of one unit of what your trying to buy or sell

P1=The overall cost of all the units you want to sell

P2=The overall cost of the units you want to buy

B=The broker percentage in decimal form

E=The amount that you will get after a sell

A=The amount you will have to pay to buy something


X * U = P1

P1 - (P1 * B) = E


X * U = P2

P2 + (P2 * B) = A


So saying if you were buying PLEX for 100 isk each and you want 100 PLEX the amount you would have to pay after a 10% broker fee is 11,000 in isk. The equation for this is below


100 * 100 = 10000

10000 + (10000 * .1) = 11000


And if you want to sell the same PLEX for the same price and amount and same brokers fee you will get 9000 isk and the equation will look like this


100 * 100 = 10000

10000 - (10000 * .1) = 9000


Trend lines

Trend lines are used in the real world to help self brokers and stock brokers find out future events in the stock market, or more commonly known as a technical analysis. To use a trend line all you need to do is find a way to draw a line from peak to peak and trough to trough in the line graph on price history on an item. You will want to draw a line that hits at least 2 to 3 peaks and another that hits 2 to 3 troughs. This will tell you that the price should fall between the 2 lines and if the prices hits one of the lines or go a little past it then its time to buy or sell the item in Eve. The trick to this in both Eve and the real world is to do this and know what you're doing as fast and right as possible.

You should be able to look at a graph in 5 min and say if it's a good buy or sell for you if you're buying and selling short term. You can use anything and personally I used a gum wrapper in the past to make $25k in the real world. The only trick to using something is it must be straight. If worst comes to worst you can press print screen, paste the image into paint and make the trend line there but if you do this you will lose some valuable time.

Because there is so much information already out there here is a link that gets in detail on what you should do to make and read a trend line.

Lastly heres is another video that shows you how the trend line works on line graphs.


Scams to avoid

  • Trade routes or courier contracts might be set up by pirates - a camp could be waiting on one of the jumps on the route to collect your ship, their goods and the collateral.
  • Courier contracts might be set up to deliver to a player-owned station with a large docking fee - you are forced to not dock and lose the collateral, or dock and pay the fee.

A good way to avoid courier contract scams is to only accept contracts for routes you were planning on hauling anyway, and to not accept contracts to player owned stations.

Trading Cost Modifiers

  • Broker Relations (Rank 2) [Req: Trade 2] reduce base broker fee by 5% per level
  • Accounting (Rank 3) [Req: Trade 4]: reduces sales tax by 10% per level
  • Margin Trading (Rank 3) [Req: Accounting 4]: reduces escrow requirement for buy orders by an additional 25% per level

Whenever you set up a buy or sell order, you will have to pay the broker fee: 1% of the total order (0.75% at max skills), modified by standings. Whenever each unit gets sold, the seller will pay 1.5% of the sell price as a transaction tax (0.75% at max skills). The fees show up in the wallet journal as "Brokers Fee" and "Transaction Tax".

So the typical station trader with zero standings will pay 2.5% of the order price as fees/taxes, 1.5% at max skills. This is important to take into account when calculating your profit, but of course the standings below can change that further.

Standings

Faction and corporation standings relevant to the station the orders are placed in will have an effect on the broker fee. Faction standings contribute significantly more than corp standings. Note that the unmodified standing is used for the calculation. The exact formula is:

BrokerFee % = (1% – 0.05% × BrokerRelationsSkillLevel) / e ^ (0.1 × FactionStanding + 0.04 × CorporationStanding)
File:Brokerfeeequation.png

Here is also a link to a graph displaying the fee[1].

With 10 faction and corp standing, the broker fee is reduced to 0.185%, saving you more than 1% through the buy and sell process.